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INTRODUCTION

Mistakes happen. Even at the best of times researchers can be tripped up by preconceptions and incomplete data. Such was the case for the
team who labored on the inglorious task of sifting through the data from the recently recovered Terran Hegemony memory core from New Dallas.
Overwhelmed by the flood of data provided by this new fragment of the Hegemony’s fabled Prometheus database, the people working frantically
to update threat and combat data files overlooked critical details when analyzing the profiles of several “RetroTech” designs. In several cases designs
were catalogued with the erroneous assumption that their construction incorporated modern components.
These errors were brought to light by the excellent work performed by my own research assistants as we continued to delve in the digital
treasure trove from the past provided by the late Chandrasekhar Kurita. Rather than wait to add our findings to the next release of the 3075 Technical
Readout and its supporting files it was decided to include these updates with new information gleaned from the depths of the Hegemony memory
core. The progenitors of modern weapons date back to the bloody Age of War. It was in this crucible that the BattleMechs, combat vehicles, fighters,
DropShips, JumpShips, and WarShips with which we are familiar were first forged. Many of the details of this fascinating process were all but lost over
the centuries. Those antiquated examples that survived the Reunification War that marked the birth of the First Star League did not long survive its
death. Stripped down to keep “modern” equipment functioning, they became little more than half-forgotten myths and legends.
It was the pursuit of these myths and legends that brought to light many of the discrepancies in the published material.
In this first volume of an ongoing series we seek to redress the situation as well as cast some light on several early BattleMech, vehicle, and
fighter designs. In no way is this project an exhaustive collection of what often is referred to as “Primitive” units. Centuries of warfare have spawned
far too great a variety of weapons to be encompassed by the work of a single lifetime of research. Instead the intent is to focus on two classes of
weapon: those common enough to be considered generic or representative of their type, and others which serve as the cornerstones of modern
weapon design.

—Professor Col Hari


18 February 3078

1
INTRODUCTION

HOW TO USE THIS BOOK


The ’Mechs, combat vehicles, and fighters described in Experimental Technical Readout: Primitives, Volume 1 provide players with a sampling of
designs from the period of time covered by the Age of War and the rise of the First Star League. While the focus of the designs featured in this book
are historical, many of the designs have modern counterparts detailed in other Technical Readouts.
The rules for using ’Mechs, vehicles and fighters in BattleTech game play can be found in Total Warfare, while the rules for their construction can
be found in TechManual. However, the primitive nature of these designs also draws upon the Experimental-level rules presented in Tactical Operations.

DEVELOPER’S ADDENDUM
Astute readers may notice that several of the designs that will appear in this and future volumes of the XTR: Primitives mini-series have appeared
in previous Record Sheets books such as Record Sheets: 3075. This redundancy is intentional, both as a means of correcting minor errors in the
original Primitive units’ stats (where conflict arises, the Primitives XTRs supersede) and as a means of providing a clearer and more focused treatment
of the primitive machines that were contemporaries during the Age of War.

Project Development: Herbert A. Beas II Factchecking/Playtesting: Joel Bancroft-Connors, Roland


BattleTech Line Developer: Herbert A. Beas II Boshnack, William Gauthier, Joshua Franklin, Keith Hann, Johannes
Primary Writing: David L. McCulloch Heidler, Daniel Isberner, Chris Marti, Luke Robertson, Chris Smith, Chris
Production Staff Wheeler and Patrick Wynne.
Cover Design: Klaus Scherwinski Special Thanks: To Randall for taking a chance all those years ago
Layout: Matt Heerdt on somebody he has never met. To Herb for allowing me to continue to
Illustrations: manipulate events from the shadows. To all those who undertake the
Doug Chaffee thankless (well obviously less thankless now) task of trying to keep all the
Brent Evans designs and record sheets straight. And to all the supporters of Thomas
Chris Lewis Hogarth for proof that I have equaled the feats of Dr. Frankenstein.
Duane Loose
Record Sheets: David L. McCulloch

©2010 The Topps Company, Inc. All STAR LEAGUE ERA CLAN INVASION ERA JIHAD ERA
Rights Reserved. Experimental Technical
Readout: Primitives, Classic BattleTech,
BattleTech, BattleMech, ’Mech and the
Topps logo are registered trademarks and/
or trademarks of The Topps Company, Inc.,
in the United States and/or other countries.
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Under License From
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Productions, LLC. SUCCESSION WARS ERA CIVIL WAR ERA DARK AGE ERA
CAT35646
®

2
COM-1A COMMANDO
Unit Summation: Original Commando Primitive Chassis Type: COM-1A Commando
Producer/Site: Coventry Defense Conglomerate, Coventry Technology Base: Inner Sphere (Primitive)
Developing Engineer: Andre Barcalow Tonnage: 25
Introduction Date: 2463 Battle Value: 475
Non-Production Equipment Analysis:
Primitive Engine Equipment Mass
Primitive Cockpit Internal Structure: 2.5
Primitive Armor Engine: 150 (Primitive) 5.5
Walking MP: 5
Overview Running MP: 8
The Lyran Commonwealth had (literally) stolen the march Jumping MP: 0
over the Free Worlds League and Draconis Combine with its daring Heat Sinks: 10 0
Operation Prometheus. The theft of Terran Hegemony BattleMech Gyro: 2
plans gave the Commonwealth a significant technological edge, Cockpit (Primitive): 5
but it was an advantage that would prove short lived. Kurita Armor Factor (Primitive): 53 5
raiders struck Coventry in 2461 and secured data enabling
the Combine to kick-start its own BattleMech program. Then
in 2462, disgruntled workers on Alarion defected to the Free
Worlds League with plans for Lyran designs. Knowing that it was
now only a matter of time before its enemies would have their
own BattleMechs, the Commonwealth rushed into service new
designs, amongst which was the COM-1A Commando.
Built around a single Odin Heavy Laser, the Commando
represented a marked departure from previous Commonwealth
designs such as the Ymir and Crossbow. Light and fast, the Internal Armor
Commando was better suited to the role of scout or raider—and Structure Value
it would excel in both duties during the campaigns to retake Head 3 5
Nox and Skondia. In 2475, Lyran Commandos faced off against Center Torso 8 7
Kurita’s heavier Gladiators on Nox in the first large-scale ’Mech Center Torso (rear) 3
vs. ’Mech battle. There, the more experienced Commonwealth R/L Torso 6 5
MechWarriors used their numerical advantage to overwhelm the R/L Torso (rear) 3
Kuritan machines. R/L Arm 4 5
It was the campaign that would become known as the “Long R/L Leg 6 6
March” that exposed the critical flaws in the Odin’s cooling system.
Excessive heat buildup resulted in the breakdown of lubricants Weapons and Ammo Location Critical Mass
in the actuators of the ’Mech’s right arm. The result was a high Large Laser RA 2 5
failure rate for these components and irate MechWarriors who
found they could not aim their only weapon accurately. Several
attempts to fix the problem failed before Coventry switched to a
predominantly missile-based weapon mix for its more advanced
COM-2D Commando. This change was so successful, in fact, that
the Commonwealth’s second-generation COM-2Ds began to
replace the COM-1A in 2486.
Some decommissioned COM-1As found their way into
private hands, such as with the First Tamar Hussars (later known
as the Tamar Tigers) regiment raised by the Duke of Tamar as his
own personal BattleMech force. Others lingered on in service with
Militia forces until the disarmament following the Reunification
War provided a ready supply of modern equipment with which
they could be replaced.

3
KY2-D-01 KYUDO
Unit Summation: Original Kyudo Primitive Chassis Type: KY2-D-01 Kyudo
Producer/Site: Martinson Armaments, Terra Technology Base: Inner Sphere (Primitive)
Developing Engineer: Brian May Tonnage: 45
Introduction Date: 2443 Battle Value: 748
Non-Production Equipment Analysis:
Primitive Engine Equipment Mass
Primitive Cockpit Internal Structure: 4.5
Primitive Armor Engine: 220 (Primitive) 10
Walking MP: 4
Overview Running MP: 6
Martinson Armaments unveiled their first production Jumping MP: 0
BattleMech, the KY2-D-01 Kyudo, in 2443. The company was at a Heat Sinks: 12 2
disadvantage, having not been amongst those to participate in Gyro: 3
the development of the Terran Hegemony’s Mackie. With only Cockpit (Primitive): 5
limited access to the blueprints, Martinson had been forced to Armor Factor (Primitive): 101 9.5
develop many of the KY2-D-01’s systems almost from scratch. Internal Armor
Consequently, the result incorporated a number of radical design Structure Value
concepts—some innovative, others downright peculiar. Head 3 9
Armed with the rugged Conan LRM launcher and a single Center Torso 14 14
Sorenstein large laser, the Kyudo is well suited to its primary Center Torso (rear) 4
support role. Deployed alongside heavier armed and armored R/L Torso 11 11
’Mechs and assault tanks, the KY2-D-01 remained in service R/L Torso (rear) 3
with the Hegemony Armed Forces during the Reunification War. R/L Arm 7 9
Unfortunately in the war’s aftermath, cutbacks in SLDF spending R/L Leg 11 14
curtailed plans for a wholesale replacement program with the
upgraded KY2-D-02. The older Kyudo was gradually shuffled
off into the Hegemony’s reserve, mothballed away in caches of
obsolete equipment or sent to serve with rear echelon or militia
commands. There they languished until gunned down by the
forces of the Rim Worlds Republic when they seized control of
the Terran Hegemony. The ensuing collapse of the Star League Weapons and Ammo Location Critical Mass
and subsequent Succession Wars eliminated the few surviving Large Laser RA 2 5
examples of this early BattleMech. Ammo (LRM) 12 LT 1 1
Although the Kyudo faded from memory, many of the LRM 10 LA 2 5
innovations introduced by Martinson Armaments became
standard features on modern BattleMechs. The unique suspension
and leg actuator layout was effective, but its vulnerability to
infantry attack meant that the concept was not adopted in
later designs. On the other hand, the technique used to couple
myomer bundles to actuators proved more reliable and easy to
maintain than the bulky stem bolts Skobel introduced on their
Mackie, and Martinson’s solution became the de facto standard
that continues in use today. Likewise, the layout of the Kyudo’s
internal systems made field maintenance easier and quicker
than on the committee-spawned nightmare that was the Mackie.
Future BattleMech designs were influenced heavily by Martinson’s
concepts, and it is little wonder that HAF technicians preferred
assignment to commands equipped with the Kyudo.

4
SHD-1R SHADOW HAWK
Unit Summation: Original Shadow Hawk Primitive Chassis Type: SHD-1R Shadow Hawk
Producer/Site: Lang Industries, Caph Technology Base: Inner Sphere (Primitive)
Developing Engineer: Rodger Taylor Tonnage: 50
Introduction Date: 2457 Battle Value: 841
Non-Production Equipment Analysis:
Primitive Engine Equipment Mass
Primitive Cockpit Internal Structure: 5
Primitive Armor Engine: 240 (Primitive) 11.5
Walking MP: 4
Overview Running MP: 6
In the wake of the Lyrans’ commando raid on Hesperus Jumping MP: 3
II in 2455, the Terran Hegemony knew that its monopoly on Heat Sinks: 10 0
BattleMech technology was ending. Thus the Hegemony Armed Gyro: 3
Forces launched a crash program to build up their ’Mech forces as Cockpit (Primitive): 5
quickly as possible. Amongst the designs commissioned during Armor Factor (Primitive): 150 14
this time was the SHD-1R Shadow Hawk. Better known for its
work in the field of aerospace design, Lang Industries had rested
on its laurels for far too long and now their competitors were
grabbing the company’s market share. Seeking to take advantage
of the growing demand for the new BattleMechs to replace its
lost business, the Shadow Hawk was Lang’s first foray into ’Mech Internal Armor
production. Structure Value
The SHD-1R proved to be a phenomenal success, opening Head 3 9
the door for Lang Industries to bid on many important military Center Torso 16 22
contracts over the coming century. (Indeed, Luthien Armor Works Center Torso (rear) 7
would be outraged when the SLDF chose Lang’s SHD-2Hb Shadow R/L Torso 12 18
Hawk over their DRG-1C Dragon in 2764 as a replacement for the R/L Torso (rear) 6
aging SHD-2Hs. Accusations of espionage by a disgruntled LAW R/L Arm 8 16
were never proven, but the incident only served to deepen the R/L Leg 12 16
Combine’s distrust of its fellow League Member States.)
Possessing what was considered to be exceptional speed Weapons and Ammo Location Critical Mass
and maneuverability for BattleMechs at the time, the SHD-1R was Medium Laser RA 1 1
envisaged to be a multi-purpose fighter. The innovative over-the- Autocannon/5 LT 4 8
shoulder mount for the Armstrong J-7 autocannon proved itself Ammo (AC) 20 LT 1 1
almost as flexible as an arm-mounted weapon. Deployed with the Jump Jet RT 1 .5
HAF’s frontline BattleMech units in large numbers, the SHD-1R Jump Jet CT 1 .5
Shadow Hawk lingered on with some units into the early years of Jump Jet LT 1 .5
the Reunification War, where it served with the newly formed Star
League Defense Force.
The Shadow Hawk was dogged by issues with the placement
of armor plates, especially in the legs. Regular maintenance was
required to replace myomer bundles damaged due to wear caused
when the inner surface of the heavy armor snagged on them. This
problem was ultimately corrected after Lang Industries issued an
expensive (and humiliating) recall in 2550, but many SHD-1R and
early examples of the SHD-2H never received this refit.

5
OWR-2M OSTWAR
Unit Summation: Original Ostwar Primitive Chassis Type: OWR-2M Ostwar
Producer/Site: Ostmann Industries, Terra Technology Base: Inner Sphere (Primitive)
Developing Engineer: Ernst Ostmann Tonnage: 65
Introduction Date: 2470 Battle Value: 1,205
Non-Production Equipment Analysis:
Primitive Engine
Primitive Cockpit
Primitive Armor

Overview
The Ostwar was the first of the revolutionary “walking pods”
pioneered by Ostmann Industries. Design work and prototype
testing was completed in early 2470, but Ostmann’s limited Equipment Mass
resources delayed full-scale production until around 2500. By that Internal Structure: 6.5
time, the Ostwar was obsolete by Hegemony standards and— Engine: 235 (Primitive) 11
with few orders coming in—Ostmann Industries found itself Walking MP: 3
facing financial ruin. Ernst Ostmann was forced to look beyond Running MP: 5
Hegemony borders, where the rest of the Inner Sphere continued Jumping MP: 0
to lag behind the Terrans in both technology and industrial might. Heat Sinks: 12 2
Other nations, especially the Free Worlds League and Capellan Gyro: 3
Confederation, were more than happy to purchase “old” weapons Cockpit (Primitive): 5
from a Hegemony-based company. With the Terran Hegemony Armor Factor (Primitive): 187 17.5
pursuing Director-General Deborah Cameron’s “Strategy of Internal Armor
Aggressive Peacemaking”, Ostmann was able to get approval to Structure Value
export its antiquated ’Mechs to the other Great Houses. Head 3 9
The Free Worlds League purchased a sizable number of Center Torso 21 30
Ostwars for service with the FWL Militia. Although the design was Center Torso (rear) 10
beginning to show its age, it served extensively with Captain- R Torso 15 21
General Marion Marik’s Expeditionary Forces in the campaign R Torso (rear) 7
against the Magistracy of Canopus during the Reunification War. R/L Arm 10 18
Ironically, the BattleMech’s simplicity and ruggedness kept it in R/L Leg 15 23
the field while more modern designs were kept languishing in the
repair bays by the realities of fighting an extended campaign at
the end of a supply line hundreds of light-years long. Canopian
BattleMechs (many supplied by Lyran traders) may have had the
technological edge, but against the numerically superior Ostwar,
that advantage counted for little. Weapons and Ammo Location Critical Mass
The end of the Reunification War also spelled the end for the SRM 4 RA 1 2
Ostwar. Budget cuts and military downsizing were guaranteed to LRM 20 RT 5 10
make the old ’Mech an obvious candidate for retirement. Most Ammo (LRM) 18 RT 3 3
were scrapped, but their legacies lived on in Ostmann Industries’ 2 Medium Lasers LT 2 2
Ostroc and Ostsol chasses, which borrowed heavily from the Ammo (SRM) 25 LT 1 1
Ostwar’s design. Many subassemblies and components share SRM 4 LA 1 2
enough similarities that they could be interchanged between the
Ostwar, Ostroc, and Ostsol. Indeed, it was not uncommon during
the Succession Wars to see an Ostroc sporting limbs salvaged
from its ancient cousin. Though the Ostwar lived on as spare
parts, no operational examples remained by the end of the Third
Succession War.

6
HEP-1H HELEPOLIS
Unit Summation: Original Helepolis Primitive Chassis Type: HEP-1H Helepolis
Producer/Site: Mitchell Vehicles, Graham IV Technology Base: Inner Sphere (Primitive)
Developing Engineer: Gregory Kean Tonnage: 75
Introduction Date: 2460 Battle Value: 1,055
Non-Production Equipment Analysis:
Primitive Engine Equipment Mass
Primitive Cockpit Internal Structure: 7.5
Primitive Armor Engine: 180 (Primitive) 7
Walking MP: 2
Overview Running MP: 3
When its strategic thinking switched from offensive to Jumping MP: 0
defensive in the mid-twenty-fifth century, the Terran Hegemony Heat Sinks: 11 1
began constructing fortifications that would be the precursors of Gyro: 2
the mighty Castle Brian. The culmination of this was embodied Cockpit (Primitive): 5
in Director-General Deborah Cameron’s “Strategy of Aggressive Armor Factor (Primitive): 216 20.5
Peacemaking”, which paved the way for the creation of the Star Internal Armor
League. The growing emphasis on defensive weapons systems Structure Value
inspired Mitchell Vehicles to design the first BattleMech-based Head 3 9
artillery system. Named the Helepolis (an obscure reference to an Center Torso 23 32
ancient siege engine) this slow and lumbering creation was met Center Torso (rear) 12
with some skepticism when it was unveiled in 2460. Some felt that R/L Torso 16 22
this drive to hammer square peg BattleMechs into the round holes R/L Torso (rear) 10
traditionally filled by perfectly capable vehicles was little more R/L Arm 12 21
than a waste of money and time. R/L Leg 16 30
Literally built around Armstrong Industries’ powerful and
accurate Sniper artillery piece, the Helepolis epitomizes the Weapons and Ammo Location Critical Mass
trend of highly specialized designs that emerged in the Terran Sniper Artillery RA/RT 10/10 20
Hegemony. The other Inner Sphere and Periphery nations were Medium Laser H 1 1
just beginning to master BattleMech technology and their SRM 6 CT 2 3
early attempts placed an emphasis on multi-role designs. The Ammo (Sniper) 20 LT 2 2
Hegemony, on the other hand, had the financial and industrial Ammo (SRM) 15 LT 1 1
might to produce all the standard “line” BattleMechs it needed Large Laser LA 2 5
and still have the capacity to produce a plethora of military
vehicles with much more specific (and narrow) combat roles.
This trend would continue into the Star League era, and during
the Succession Wars many of these “Jack-of-one-trade” designs
were later pressed into service on the battle line as combat
losses mounted. (Unsuited to this new role, many, including the
Helepolis, would not survive the Succession Wars.
Despite the misgivings with which it was received, the
Helepolis excelled in its intended duties. When providing
prolonged long-range fire support or undertaking the task of
breaking down the most stubborn of static defenses, the design
performed well. Even with its heavily reinforced leg actuators,
the BattleMech had to come to a full stop in order to deal with
the recoil from firing the main gun. Knowledgeable foes became
quick to offer counter-battery fire, and so MechWarriors piloting a
Helepolis learned to be fast off their mark once a salvo was away.

7
MSK-5S MACKIE
Unit Summation: Original Mackie BattleMech Prototype Type: MSK-5S Mackie
Producer/Site: Hegemony Research and Development Technology Base: Inner Sphere (Primitive)
Department (Weapons Division), New Earth Tonnage: 100
Developing Engineer: Various Battle Value: 1,436
Introduction Date: 2439
Non-Production Equipment Analysis: Equipment Mass
Primitive Engine Internal Structure: 10
Primitive Cockpit Engine: 360 (Primitive) 33
Primitive Armor Walking MP: 3
Running MP: 5
Overview Jumping MP: 0
The product of a massive military development project Heat Sinks: 17 7
instigated by Jacob Cameron, Director General of the Terran Gyro: 4
Hegemony, the MSK-5S Mackie was the first true BattleMech. Based Cockpit (Primitive): 5
on Professor Gregory Atlas’ groundbreaking myomer research, Armor Factor (Primitive): 214 20
the Mackie took the familiar IndustrialMech and transformed it Internal Armor
into a design that would not merely survive on the battlefield, Structure Value
but would come to dominate it. Twenty of Terra’s best weapons Head 3 9
and support firms worked on the project at the Hegemony’s Center Torso 31 31
top-secret weapons development center on New Earth. After Center Torso (rear) 10
final trials at the Yakima test range on Terra, the contract to R/L Torso 21 20
manufacture the production-version Mackie was awarded to the R/L Torso (rear) 10
Skobel Corporation. R/L Arm 17 24
The prototype Mackie was put through its paces in 2439, R/L Leg 21 28
turning in a brilliant performance at the hands of Colonel Charles
Kincaid during live fire tests against a series of static and drone Weapons and Ammo Location Critical Mass
targets. This version was deployed with formations such as the PPC LA 3 7
801st Heavy Armored Regiment. In 2443, a strong Kurita force Large Laser CT 2 5
raided Styx in an attempt to test Hegemony resolve. Determined Autocannon/5 RA 4 8
to put a brake on Combine aggression, Director General Jacob Ammo (AC) 20 RT 1 1
Cameron gave permission for deployment of the new BattleMech.
Lt. Colonel Amanda Cunningham of the 801st Heavy Armored
Regiment led her lance of Mackies against—and over—the
armored spearhead of the Kurita attack, sending the Combine
forces into headlong retreat. In 2455, the Lyran Commonwealth
stole the plans for the Mackie from the Hesperus II manufacturing
plant, and began producing its own Mackies within four years.
Lyran Mackies led the 2459 campaign against the forces of the
Free Worlds League on Loric.
Shortly before these events, however, the Hegemony had
introduced the MSK-6S Mackie, which sported many incremental
improvements over the prototype, and subsequently became
the standard production version. The most notable change was
the introduction of a heavier autocannon. The HAF had feared
(correctly) that their monopoly on BattleMech technology would
not last, and requested the weapons loadout for greater punch.
Within decades of the introduction of this upgraded design, most
of the prototype 5S models were scrapped. A few survived as
museum exhibits until the fall of the Star League.

8
APC (PRIMITIVE)
Unit Summation: Generic Armored Personnel Carriers
Producer/Site: Various
Developing Engineer: Various
Introduction Date: 2390
Non-Production Equipment Analysis:
Primitive Combat Vehicle

Overview
The ubiquitous armored personnel carrier has been part of the
modern battlefield since the invention of the internal combustion engine
on pre-spaceflight Terra. Technology may have evolved, but the basic
function of this class of vehicle remains at its core the transport of a squad
of infantry in some degree of safety—if not comfort. Although these
vehicles were rendered obsolete by the rapid development of weapons
and armor technology during the Age of War, many remained in service.
Variants remain in production throughout the Inner Sphere and beyond
even today, and serve with militia, paramilitary, and private security forces.
Designed to be rugged and reliable, these APCs commonly employ
components (especially in the drive train and transmission) found on
civilian vehicles. Technicians can be assured of finding parts for makeshift
repairs on all but the most backwards of planets. If there is one flaw
with this class of vehicle, it is a dependence on a reliable supply of
petrochemicals. Of all the Inner Sphere militaries, the Star League Defense
Force came closest to being a pure fusion-driven army. Its elite Royal and
Striker formations achieved this goal, but many line commands were not
so lucky. The other Great Houses were even further from eliminating ICE-
powered vehicles from their order of battle.
The basic chassis has been adapted to a variety of non-combat
roles. House Steiner based its standard Prime Mover on a Wheeled APC
stripped of weapons and fire control to convert the infantry bay into cargo
space. The Draconis Combine uses a similar modification to the Tracked
APC chassis while the Federated Suns use the Hover APC as a battlefield
ambulance.

Type: Wheeled APC (Primitive)


Technology Base: Inner Sphere
Movement Type: Wheeled (Medium)
Tonnage: 10
Equipment Rating: D/D-X-X/E
Battle Value: 57 Weapons and Ammo Location Mass Equipment Mass
2 Machine Gun Turret 1 Chassis/Controls: 2.5
Equipment Mass Ammo (MG) 100 Body .5 Engine/Trans: 3.5
Chassis/Controls: 2.5 Basic Fire Control Body .5 Type: ICE
Engine/Trans: 2.5 Infantry Body 1 Cruising MP: 7
Type: ICE Flank MP: 11
Cruising MP: 4 Crew: 4 (2 enlisted/non-rated, 2 gunners) Heat Sinks: 0 0
Flank MP: 6 Notes: Features Off-Road chassis/controls modification. Fuel: 1,428 km .5
Heat Sinks: 0 0 Turret: .5
Fuel: 2,000 km .5 Type: Hover APC (Primitive) Armor Factor (BAR 5): 14 .5
Turret: .5 Technology Base: Inner Sphere
Armor Factor (BAR 6): 24 1 Movement Type: Hover (Medium)
Armor Tonnage: 10
Value Equipment Rating: D/D-X-X/E
Front 5 Battle Value: 41
R/L Side 5/5
Rear 4
Turret 5

9
APC (PRIMITIVE)
Armor
Value
Front 4
R/L Side 3/3
Rear 2
Turret 2

Weapons and Ammo Location Mass


Machine Gun Turret .5
Ammo (MG) 100 Body .5
Basic Fire Control Body .5
Infantry Body 1

Crew: 3 (2 enlisted/non-rated, 1 gunner)

Type: Tracked APC (Primitive)


Technology Base: Inner Sphere
Movement Type: Tracked
Tonnage: 10
Equipment Rating: D/D-X-X/E
Battle Value: 61

Equipment Mass
Chassis/Controls: Tracked, Medium 1.5
Engine/Trans: 3
Type: ICE
Cruising MP: 3
Flank MP: 5
Heat Sinks: 0 0
Fuel: 1,666 km .5
Turret: .5
Armor Factor (BAR 6): 24 1
Armor
Value
Front 5
R/L Side 5/5
Rear 4
Turret 5

Weapons and Ammo Location Mass


2 Machine Gun Turret 1
Ammo (MG) 200 Body 1
Basic Fire Control Body .5
Infantry Body 1

Crew: 4 (2 enlisted/non-rated, 2 gunners)

10
STOAT SCOUT CAR
Unit Summation: Common Primitive Scout Vehicle
Producer/Site: Unknown
Developing Engineer: Unknown
Introduction Date: 2250
Non-Production Equipment Analysis:
Primitive Combat Vehicle

Overview
Based on an early exploratory rover design, the Stoat scout car
possessed all the advantages that a fusion-driven vehicle enjoys over
one with an ICE- or fuel cell-based power plant. Primitive even by the
standards of the Age of War, the Demiter-Campbell fusion plant gave the
Stoat unlimited endurance, while the chassis itself (based on the Terran
Alliance’s Ranger) was designed to operate in rugged terrain. The Stoat’s
interior was surprisingly spacious—another holdover from the civilian
vehicle upon which it was based. Its four-man crew could stay in the field
for up to a week—or longer if additional stores were carried on external
cargo points.
Fitted with powerful communications equipment, the Stoat could tie
in to a network of emplaced sensors. This greatly extended the vehicle’s
reach while also minimizing its exposure when monitoring a static
battlefield. On a mobile front, the vehicle’s speed and excellent handling
were assets that served it well when the crew was called upon to monitor
enemy movements or probe for weaknesses.
The Stoat and designs like it were introduced some years before the Type: Stoat Scout Car Weapons and Ammo Location Mass
Age of War. With the signing of the Ares Conventions, the emphasis placed Technology Base: Inner Sphere (Primitive) Machine Gun Turret .5
on maneuver in modern warfare made the role filled by such vehicles ever Movement Type: Wheeled (Medium) Ammo (MG) 100 Body .5
more important. As a consequence, scout vehicles became a particular Tonnage: 15 Basic Fire Control Body .5
focus for technological upgrades and older designs like the Stoat were Equipment Rating: C/D-X-X/E Communications Equipment Body 1
replaced. By the start of the Reunification War vehicles of this type had Battle Value: 88
been consigned to museums throughout the Inner Sphere. Crew: 4 (3 enlisted/non-rated, 1 gunners)
The type continued to see action with the Periphery states in their Equipment Mass Notes: Features Off-Road and Armored chassis/control modifications
struggle against the forces of the new Star League. Once again the Chassis/Controls: 6
fundamental strength of the designs of this kind shone through. The Engine/Trans: 5
Taurian Concordat’s successful hit and run tactics owed much to their use Type: Fusion
of such vehicles to scout out the positions of the League’s Expeditionary Cruising MP: 5
Force. Combined with the familiarity that comes with fighting on home Flank MP: 8
ground, the information provided by its scouts allowed the Concordat Heat Sinks: 0 0
troops to deliver stinging blows to the invaders and draw out the conflict Fuel: N/A 0
far longer than the League’s most pessimistic estimates. Turret: .5
Armor Factor (BAR 7): 31 2
Armor
Value
Front 7
R/L Side 6/6
Rear 5
Turret 7

11
SAND DEVIL HOVER TANK
Unit Summation: Primitive Hover Tank
(predecessor to the Sabaku Kaze)
Producer/Site: Cairo Enterprises, Arkab
Developing Engineer: Unknown
Introduction Date: 2452
Non-Production Equipment Analysis:
Primitive Combat Vehicle

Overview
Named after the Sand Devil serpent inhabiting the wastes of Arkab,
Cairo Enterprises’ Sand Devil hover tank proved its worth to the Azami
tribesmen in their battles with the Draconis Combine. Time and again,
the Azami stung the Kurita forces that invaded their worlds in 2497. The
constant raids and feints frustrated Combine attempts to secure the desert
planets and bought the time for the Algedi blood burn and other viruses
to overwhelm the unprepared Kurita troops. These victories ultimately won
the Azami people a degree of autonomy within the expanding Combine.
Build around a massive ICE power plant, the tank subscribed to
the “speed is armor” school of tactics. Indeed the vehicle’s armor, while
relatively thick, was extremely vulnerable to penetration by lasers and
autocannon. Azami crews knew that not getting hit was therefore the
best way to ensure their continued survival, and they were experts at
maneuvering their swift craft amongst the dunes, wadis, and salt flats of
their homeworlds.
With the conclusion of the conflict between the Azami and House Type: Sand Devil Hover Tank Weapons and Ammo Location Mass
Kurita, the Sand Devil was slowly replaced by more modern combat Technology Base: Inner Sphere 2 Medium Lasers Turret 2
vehicles as the Azami began to operate alongside other Combine forces Movement Type: Hover (medium) 2 Small Lasers Turret 1
on other worlds (where the Sand Devil proved to be less efficient or Tonnage: 50 Advanced Fire Control Body .5
reliable). Still, the veterans of the Azami struggle held a special affection Equipment Rating: D/D-X-X/E Cargo Body .2
for their vehicles, and their crews saved many from the scrap heap. Battle Value: 345
Stripped of their armament, these vehicles were driven by their owners Crew: 8 (2 Officers, 2 enlisted/non-rated, 4 gunners)
in informal races. Over time these evolved into organized competitions, Equipment Mass
such as the fabled “dune races” on Dabih. Those grueling five thousand- Chassis/Controls: 12.5
kilometer races pitted the Sand Devil and its crew against the desert Engine/Trans: 20.5
and fellow competitors. The rugged vehicle won an impressive string of Type: ICE
victories, and continued to perform well against more modern vehicles Cruising MP: 8
for many years. Indeed, even a century later the Sand Devil was still Flank MP: 12
competing effectively—a testament to the design’s suitability for the arid Heat Sinks: 8 8
environment in which it was operating. Fuel: 1,219 km 2.5
Power Amplifier: .3
Turret: .5
Armor Factor (BAR 5): 54 2
Armor
Value
Front 12
R/L Side 11/11
Rear 10
Turret 10

12
MERKAVA MK. VI HEAVY TANK
Unit Summation: Primitive Merkava Heavy Tank
Producer/Site: Leopard Armor, Terra
Developing Engineer: Unknown
Introduction Date: 2384
Non-Production Equipment Analysis:
Primitive Combat Vehicle

Overview
Named in homage to a late twentieth century armored vehicle of
the same name, Leopard Armor’s Merkava Mk. II (“Chariot” in Hebrew)
main battle tank design became the mainstay of Terran Alliance armor
formations after entering service in 2294. The Mk. VI, which debuted in
2384, was the latest in a string of upgraded versions produced in the
decades that followed. Boasting better armor, improved fire control,
and a new LRM 10 launcher, the classic Mk. VI continued to serve the
Terran Hegemony (the descendent of the ill-fated Alliance) as the main
component in its heavy armor platoons. The design served on many fronts
and in many actions during the Age of War, where it earned a reputation
for ease of maintenance and its ability to soak up considerable damage but
still keep on fighting. To the general public, the Merkava Mk. VI symbolized
the might of the Hegemony military as much as the mighty battleships of
the Hegemony Navy.
Called upon more and more to operate in hostile territory and
on worlds that deviated from the Terran or terraformed norm of the
Hegemony, the Mk. VI began to demonstrate the limitations of an ICE-
powered combat tank. In 2435, the fusion-powered Mk. VII began to
replace its progenitor. Ironically, the tank that was once dubbed the “King
of the Battlefield” helped usher in the weapon that would supplant it.
Four modified Mk. VIs—outfitted as remote-controlled target drones—
participated in the 2439 live fire tests at the Yakima test range on Terra,
where the new Mackie BattleMech was put through its paces.
The Mk. VI ended its days in service with militia troops, sold for scrap,
or as targets for the new BattleMechs on the target ranges. The Mk. VII was Equipment Mass Weapons and Ammo Location Mass
quick to follow it and the Mk. VIII superseded it in turn, only to be phased Chassis/Controls: 19.5 Autocannon/5 Turret 8
out of service itself at the conclusion of the Reunification War. Even so, the Engine: 25.5 Ammo (AC) 20 Body 1
Merkava series continued to influence heavy armor design for centuries Type: ICE LRM 10 Turret 5
to come. Tank designs such as the Manticore and Von Luckner Heavy Tank Cruising MP: 3 Ammo (LRM) 12 Body 1
were influenced by the battlefield experiences of the older tank. Flank MP: 5 SRM 4 Turret 2
Heat Sinks: 0 0 Ammo (SRM) 25 Body 1
Type: Mk. VI Merkava Heavy Tank Fuel: 784 km 2 Machine Gun Turret .5
Technology Base: Inner Sphere (Primitive) Turret: 2 Machine Gun Front .5
Movement Type: Tracked (Medium) Armor Factor (BAR 7): 80 4.5 Ammo (MG) 100 Body .5
Tonnage: 75 Armor Advanced Fire Control Body 2
Equipment Rating: C/D-X-X/E Value
Battle Value: 477 Front 17 Crew: 10 (2 officers, 2 enlisted/non-rated, 6 gunners)
R/L Side 16/16 Notes: Features Armored Chassis modification
Rear 15
Turret 16

13
HURRICANE CONVENTIONAL FIGHTER
Field Testing Summation: Primitive Conventional Fighter
Producer/Site: Martinson Armaments, Terra
Supervising Technician: Unknown
Project Start Date: 2297
Non-Production Equipment Analysis:
Primitive Conventional Fighter
Primitive Rocket Launcher

Overview
One of the Terran Alliance’s main medium strike fighters, the Hurricane was a product of a rearmament
program supported by both the Liberal and Expansionist parties (both of which considered it essential to possess
a strong military force they could co-opt should the Alliance continue its slide towards civil war). With control of
the skies uncontested by the primitive, unstreamlined space fighters of the day, the Hurricane was noteworthy
for the extended reach of its internal Kestrel 15 rocket launcher. Many contemporary designs were faster or more
heavily armed, but in practice, these advantages often proved illusory when they were blown out of the sky
before they could fire a shot in return.
The only recorded instances of the Hurricane finding itself hard pressed came in 2315. In September the
political situation deteriorated as the Alliance’s two major political parties finally resorted to force. While many
military commands—most significantly the Space Navy—remained neutral, both factions could call upon sizable
forces on Terra. Aircraft from both parties clashed in the skies above Zurich with neutral peacekeepers sent in by
Fleet Admiral James McKenna. With all three groups deploying the Hurricane, the fighter essentially canceled itself
out. Losses in the air were horrific, and it was only through superior numbers that the peacekeepers prevailed.
Squadron after squadron of Hurricanes had blown each other (and any other fighter unfortunate enough to be
airborne that day) from the sky with massed volley fire.
The Hurricane was a runaway success for Martinson Armaments and established the company as one of
the premier manufacturers of conventional and aerospace fighters for over a century. The company would go Weapons and Ammo Location Tonnage Heat SRV MRV LRV ERV
on to produce the first true aerospace fighter: the Chimera. The introduction of a craft truly capable of operating Machine Gun N .5 0 — — — —
on both sides of the atmospheric interface ultimately doomed the Hurricane’s days of atmospheric supremacy. Ammo (MG) 100 Body .5 — — — — —
Primitive Rocket Launcher 15* N 1 0 9 9 — —
Type: Hurricane Conventional Fighter Basic Fire Control Body .5 — — — — —
Technology Base: Inner Sphere (Primitive) 2 External Stores Hardpoints Body 1 — — — — —
Tonnage: 25
Equipment Rating: D/D-X-X/E Crew: 3
Battle Value: 92
Notes: The Primitive Rocket Launcher 15 uses the normal rules for a standard Rocket Launcher 15 with the
Equipment Mass following exception: Apply a –1 modifier to all rolls on the Cluster Hits Table, to a minimum modified result of 2.
Chassis/Controls: Fixed Wing, Medium 2.5
Engine: 15
Type: ICE
Safe Thrust: 6
Maximum Thrust: 9
Structural Integrity: 6 0
Heat Sinks: 0 0
Fuel: 150 3
Armor Factor (BAR 5): 29 1
Armor
Value
Nose 10
Wings 7/7
Aft 5

14
VLC-3N VULCAN
Field Testing Summation: Primitive Variant of the Vulcan
Producer/Site: Roe Weapon Systems, Apollo
Supervising Technician: Unknown
Project Start Date: 2525
Non-Production Equipment Analysis:
Primitive Aerospace Fighter

Overview
It is perhaps ironic that the House of Amaris, with its roots in the Terran Hegemony, came to view the
Hegemony and the rest of the Inner Sphere with such hatred and envy. The aid of Rim World Republic operatives
enabled Lyran Commonwealth commandos to steal BattleMech plans from the Hegemony manufacturing
plant on Hesperus II in 2455, but the Republic lacked the industrial base necessary to fully make use of this
new technology. Greater emphasis was therefore placed on building up the Republic’s conventional armor and
aerospace forces. One design to emerge as a result was the Vulcan.
Possessing superb handling qualities when operating in atmosphere, the Vulcan was also a foe to be
reckoned with in the vacuum of space. Few fighters of the era could withstand the punishment meted out by the
wing-mounted Republic Mk. VII autocannon, and the fighter itself was well armored even by modern standards.
The Vulcan proved to be a nasty surprise for the pilots of the newly formed Star League Expeditionary Force
when it landed on Republican worlds in 2681. Ironically, the troops had been dispatched to support the rulers of
House Amaris, who publicly professed their loyalty to the new Star League and were now threatened by a popular
uprising in the Republic in support of the other Periphery States in their stand against the League. Expecting their
more advanced Lucifers and Chippewas to sweep their opponents from the skies of Black Earth, the first wave
of Operation Mailed Fist soon had their expectations adjusted by the graceful curved-wing fighters that began
ripping through their formations.
Following the Reunification War that “reunited” humanity under one government, Roe Weapon Systems
continued to produce the fighter in secret and many were passed on covertly to the other Periphery states. The
leaders of House Amaris, unable to forget or forgive the fact that they owed their position to the Star League,
clearly felt that anything that caused trouble for the Inner Sphere (and the Terran Hegemony in particular) could
only be a good thing. Thus were the seeds of the Star League’s destruction sown.

Type: VLC-3N Vulcan


Technology Base: Inner Sphere (Primitive)
Tonnage: 80
Battle Value: 1,067
Weapons and Ammo Location Tonnage Heat SRV MRV LRV ERV
Equipment Mass
Medium Laser Nose 1 3 5 — — —
Engine: 290 17.5
SRM 6 Nose 3 4 8 — — —
Type: Fusion (Primitive) Ammo (SRM) 15 Nose 1 — — — — —
Safe Thrust: 5 Autocannon/10 RW 12 3 10 10 — —
Maximum Thrust: 8 Ammo (AC) 10 RW 1 — — — — —
Structural Integrity: 8 0 Autocannon/10 LW 12 3 10 10 — —
Heat Sinks: 13 3 Ammo (AC) 10 LW 1 — — — — —
Fuel: 400 5 Medium Laser Aft 1 3 5 — — —
Cockpit: Primitive 5
Armor Factor (Primitive): 187 17.5
Armor
Value
Nose 66
Wings 44/44
Aft 33

15
AQUILLA-CLASS TRANSPORT JUMPSHIP
Field Testing Summation: Primitive JumpShip
Producer/Site: Boeing Interstellar, Lunar Orbit
Supervising Technician: Unknown
Project Start Date: 2148
Non-Production Equipment Analysis:
Primitive JumpShip

Overview
The Kearny-Fuchida Drive opened the door to the universe for
humanity and during the period known as The Exodus thousands would
flee the confines of Terra in search of freedom, adventure, or opportunity.
Born of the demand for interstellar transports, the Aquilla-class vessel
came out of Boeing Interstellar’s shipyards. At that time the technique of
manipulating the KF-field was still in its infancy. Later improvements in
drive core construction and control of higher energy charge levels would
ultimately increase the size of the drive core and push jump ranges up
to today’s levels, but the Aquilla and other contemporary designs were
limited to a maximum of fifteen light-years per jump. Also, the now-familiar
DropShip/JumpShip combination had yet to be developed, requiring the
vessel to mount far more powerful drive systems than the simple station-
keeping systems used in modern JumpShips. Finally, the introduction of
the Jump Sail was still five decades in the future. As a result, the Aqulla
was dependent on its fusion reactor and internal fuel bunkers to charge
Capital Attack Values (Standard)
its primitive drive core. Sail Diameter: None Weapons and Ammo Tonnage SRV MRV LRV ERV Class
The Aquilla-class became one of the workhorses of mankind’s Fuel: 2,500 tons (25,000) Arc (Heat) Type
colonization of the stars. Those operating in the core systems around Tons/Burn-day: 19.75 Nose (0 Heat)
2 Machine Gun 1 1(4) — — — Point
Terra hauled low bulk/high value cargo, but many others were refitted Safe Thrust: 1 Ammo (MG) 400 2 — — — — —
with basic passenger accommodations and were used to carry a veritable Maximum Thrust: 2 FL/FR (1 Heat)
tidal wave of humanity to the stars. Samantha Calderon led a flotilla of Sail Integrity: N/A Autocannon/5 8 1(5) 1(5) — — AC
Ammo (AC) 60 3 — — — — —
converted Aquilla-class transports into uncharted space, penetrating the KF Drive Integrity: 4 1 Machine Gun .5 1 (2) — — — Point
Hades Cluster and ultimately founding the Taurian Concordat. Heat Sinks: 165 Ammo (MG) 200 1 — — — — —
Structural Integrity: 10 LBS/RBS (0 Heat)
On many occasions the Aquilla was pressed into service as a naval 1 Machine Gun .5 1 (2) — — — Point
auxiliary. During the Outer Reaches Rebellion the vessel was used to Armor (Capital) Ammo (MG) 200 1 — — — — —
mine the jump points in the Ryde system and destroy several Terran Nose: 9 AL/AR (0 Heat)
1 Machine Gun .5 1 (2) — — — Point
Alliance troop transports. The Periphery states employed up-gunned Fore-Sides: 7 Ammo (MG) 200 1 — — — — —
versions of the Aquilla-class during the Reunification War. Lacking the Aft-Sides: 6 Aft (0 Heat)
heavy shipbuilding industrial base required to build up a war fleet, the Aft: 5 2 Machine Gun 1 1(4) — — — Point
Ammo (MG) 400 2 — — — — —
Magistracy of Canopus depended heavily on such armed merchants in its
struggle with the powerful Star League navy. Cargo Note: Uses 80 tons of primitive armor. Features 30 Second-Class Passenger
Ultimately, the improved performance and economics of the Bay 1: Small Craft (8) 4 Doors Quarters (210 tons). Primitive K-F Drive range is limited to 15 light-years
JumpShip/DropShip combination killed off the aging Aquilla-class. Bay 2: Cargo (18,057 tons) 1 Door per jump.
Bay 3: Cargo (18,057 tons) 1 Door
Aquilla-class Transport JumpShip
Type: JumpShip DropShip Capacity: 0
Use: Interstellar Transport Grav Decks: None
Tech: Inner Sphere (Primitive) Escape Pods: 20
Introduced: 2148 Life Boats: 0
Tonnage: 100,000 Crew: 13 officers, 65 crew, 12 gunners, 30 Second-Class Passengers
Battle Value: 957 Ammunition: 6 tons Autocannon 5 ammo, 10 tons MG ammo.

Dimensions
Length: 305 meters
Width: 53 meters
Height: 45 meters
16
TM

ARMOR DIAGRAM
Head (5)
Left Torso Right Torso
(5) (5)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: COM-1A COMMANDO Name:
Movement Points: Tonnage: 25 Gunnery Skill: Piloting Skill:
Walking: 5 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 8 (Primitive) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Star League

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Large Laser RA 8 8 [DE] — 5 10 15 Center
Left Arm Torso Right Arm
(5) (7) (5)

Left Right
Leg Center Leg
(6) Torso (6)
Rear (3)

Left Right
BV: 475 Torso Rear Torso Rear
(3) (3)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (6)
Head
Right Torso (6)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Primitive Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Roll Again 6. Life Support 5. Large Laser 28*
6. Roll Again 6. Large Laser 27
1. Roll Again
Center Torso 1. Roll Again Left Right 26*
2. Roll Again 1. Primitive Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. Primitive Fusion Engine 3. Roll Again (4) (4)
4-6 3. Primitive Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (8)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Primitive Fusion Engine
Primitive Fusion Engine
Right Torso (6)
Leg
(6)
19*
1. Heat Sink 4-6 4. Primitive Fusion Engine
1. Heat Sink 18*
2. Heat Sink 2. Heat Sink
5. Roll Again 17*
3. Roll Again 3. Roll Again
1-3 4. Roll Again
6. Roll Again 1-3 4. Roll Again 16
5. Roll Again 5. Roll Again HEAT DATA 15*
6. Roll Again Engine Hits 6. Roll Again Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Roll Again Level* Effects 10 13*
Sensor Hits 30 Shutdown Single
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Roll Again 5. Roll Again 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 5 –1 Movement Points 1
Diagram
0
© 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(11) (11)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: KY2-D-01 KYUDO Name:
Movement Points: Tonnage: 45 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 (Primitive) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Star League

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Large Laser RA 8 8 [DE] — 5 10 15 Center
Left Arm Torso Right Arm
1 LRM 10 LA 4 1/Msl 6 7 14 21 (9) (9)
(14)
[M,C,S]

Left Right
Leg Center Leg
(14) Torso (14)
Rear (4)

Left Right
BV: 748 Torso Rear Torso Rear
(3) (3)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (11)
Head
Right Torso (11)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Primitive Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Large Laser 29
5. LRM 10 6. Life Support 5. Large Laser 28*
6. LRM 10 6. Roll Again 27
1. Roll Again
Center Torso 1. Roll Again Left Right 26*
2. Roll Again 1. Primitive Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. Primitive Fusion Engine 3. Roll Again (7) (7)
4-6 3. Primitive Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (14)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Primitive Fusion Engine
Primitive Fusion Engine
Right Torso (11)
Leg
(11)
19*
1. Heat Sink 4-6 4. Primitive Fusion Engine
1. Heat Sink 18*
2. Heat Sink 2. Heat Sink
5. Roll Again 17*
3. Ammo (LRM 10) 12 3. Roll Again
1-3 4. Roll Again
6. Roll Again 1-3 4. Roll Again 16
5. Roll Again 5. Roll Again HEAT DATA 15*
6. Roll Again Engine Hits 6. Roll Again Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Roll Again Level* Effects 12 13*
Sensor Hits 30 Shutdown Single
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Roll Again 5. Roll Again 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 5 –1 Movement Points 1
Diagram
0
© 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(18) (18)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: SHD-1R SHADOW HAWK Name:
Movement Points: Tonnage: 50 Gunnery Skill: Piloting Skill:
Walking: 4 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 6 (Primitive) Consciousness# 3 5 7 10 11 Dead
Jumping: 3 Star League

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Autocannon/5 LT 1 5 [DB] 3 6 12 18 Center
Left Arm Torso Right Arm
1 Medium Laser RA 3 5 [DE] — 3 6 9 (16) (16)
(22)

Left Right
Leg Center Leg
(16) Torso (16)
Rear (7)

Left Right
BV: 841 Torso Rear Torso Rear
(6) (6)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (12)
Head
Right Torso (12)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Primitive Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. Hand Actuator 5. Sensors 1-3 4. Hand Actuator 29
5. Roll Again 6. Life Support 5. Medium Laser 28*
6. Roll Again 6. Roll Again 27
1. Roll Again
Center Torso 1. Roll Again Left Right 26*
2. Roll Again 1. Primitive Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. Primitive Fusion Engine 3. Roll Again (8) (8)
4-6 3. Primitive Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (16)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Primitive Fusion Engine
Primitive Fusion Engine
Right Torso (12)
Leg
(12)
19*
1. Jump Jet 4-6 4. Primitive Fusion Engine
1. Jump Jet 18*
2. Autocannon/5 2. Roll Again
5. Jump Jet 17*
3. Autocannon/5 3. Roll Again
1-3 4. Autocannon/5
6. Roll Again 1-3 4. Roll Again 16
5. Autocannon/5 5. Roll Again HEAT DATA 15*
6. Ammo (AC/5) 20 Engine Hits 6. Roll Again Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Roll Again Level* Effects 10 13*
Sensor Hits 30 Shutdown Single
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Heat Sink 5. Roll Again 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 5 –1 Movement Points 1
Diagram
0
© 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(21) (21)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: OWR-2M OSTWAR Name:
Movement Points: Tonnage: 65 Gunnery Skill: Piloting Skill:
Walking: 3 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 5 (Primitive) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Star League

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 SRM 4 RA 3 2/Msl. — 3 6 9 Center
Left Arm Torso Right Arm
[M,C,S] (18) (18)
(30)
1 LRM 20 RT 6 1/Msl. 6 7 14 21
[M,C,S]
2 Medium Laser LT 3 5 [DE] — 3 6 9
1 SRM 4 LA 3 2/Msl. — 3 6 9 Left Right
[M,C,S] Leg Center Leg
(23) Torso (23)
Rear (10)

Left Right
BV: 1,205 Torso Rear Torso Rear
(7) (7)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (15)
Head
Right Torso (15)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Primitive Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Roll Again 3. Lower Arm Actuator
1-3 4. SRM 4 5. Sensors 1-3 4. SRM 4 29
5. Roll Again 6. Life Support 5. Roll Again 28*
6. Roll Again 6. Roll Again 27
1. Roll Again
Center Torso 1. Roll Again Left Right 26*
2. Roll Again 1. Primitive Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. Primitive Fusion Engine 3. Roll Again (10) (10)
4-6 3. Primitive Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (21)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Primitive Fusion Engine
Primitive Fusion Engine
Right Torso (15)
Leg
(15)
19*
1. Medium Laser 4-6 4. Primitive Fusion Engine
1. LRM 20 18*
2. Medium Laser 2. LRM 20
5. Heat Sink 17*
3. Ammo (SRM) 25 3. LRM 20
1-3 4. Roll Again
6. Roll Again 1-3 4. LRM 20 16
5. Roll Again 5. LRM 20 HEAT DATA 15*
6. Roll Again Engine Hits 6. Ammo (LRM) 6 Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Ammo (LRM) 6 Level* Effects 12 13*
Sensor Hits 30 Shutdown Single
2. Roll Again 2. Ammo (LRM) 6 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Heat Sink 5. Heat Sink 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 5 –1 Movement Points 1
Diagram
0
© 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(22) (22)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: HEP-1H HELEPOLIS Name:
Movement Points: Tonnage: 75 Gunnery Skill: Piloting Skill:
Walking: 2 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 3 (Primitive) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Star League

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Medium Laser H 3 5 [DE] — 3 6 9 Center
Left Arm Torso Right Arm
1 SRM 6 CT 4 2/Msl — 3 6 9 (21) (21)
(32)
[M,C,S]
1 Sniper RA/RT10 20A — 1 2 18
[AE,S,F]
1 Large Laser LA 8 8 [DE] — 5 10 15 Left Right
Leg Center Leg
(30) Torso (30)
Rear (12)

Left Right
BV: 1,055 Torso Rear Torso Rear
(10) (10)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (16)
Head
Right Torso (16)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Primitive Cockpit 2. Upper Arm Actuator
30*
3. Lower Arm Actuator 4. Medium Laser 3. Sniper
1-3 4. Hand Actuator 5. Sensors 1-3 4. Sniper 29
5. Heat Sink 6. Life Support 5. Sniper 28*
6. Heat Sink 6. Sniper 27
1. Large Laser
Center Torso 1. Sniper Left Right 26*
2. Large Laser 1. Primitive Fusion Engine 2. Sniper Arm Arm 25*
3. Roll Again 2. Primitive Fusion Engine 3. Sniper (12) (12)
4-6 3. Primitive Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Sniper
Center 23*
5. Roll Again 5. Sniper
5. Gyro Torso
6. Roll Again 6. Sniper 22*
6. Gyro (23)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Primitive Fusion Engine
Primitive Fusion Engine
Right Torso (16)
Leg
(16)
19*
1. Heat Sink 4-6 4. Primitive Fusion Engine
1. Sniper 18*
2. Heat Sink 2. Sniper
5. SRM 6 17*
3. Ammo (Sniper) 10 3. Sniper
1-3 4. Ammo (Sniper) 10
6. SRM 6 1-3 4. Sniper 16
5. Ammo (SRM 6) 15 5. Sniper HEAT DATA 15*
6. Roll Again Engine Hits 6. Sniper Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Sniper Level* Effects 11 13*
Sensor Hits 30 Shutdown Single
2. Roll Again 2. Sniper 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Sniper 26 Shutdown, avoid on 10+ 11
4. Roll Again Sniper 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Roll Again 5. Roll Again 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 5 –1 Movement Points 1
Diagram
0
© 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Head (9)
Left Torso Right Torso
(20) (20)

’MECH RECORD SHEET


'MECH DATA WARRIOR DATA
Type: MSK-5S MACKIE Name:
Movement Points: Tonnage: 100 Gunnery Skill: Piloting Skill:
Walking: 3 Tech Base: Inner Sphere Hits Taken 1 2 3 4 5 6
Running: 5 (Primitive) Consciousness# 3 5 7 10 11 Dead
Jumping: 0 Star League

Weapons & Equipment Inventory (hexes)


Qty Type Loc Ht Dmg Min Sht Med Lng
1 Autocannon/5 RA 1 5 [DB] 3 6 12 18 Center
Left Arm Torso Right Arm
1 Large Laser CT 8 8 [DE] — 5 10 15 (24) (24)
(31)
1 PPC LA 10 10 [DE] 3 6 12 18

Left Right
Leg Center Leg
(28) Torso (28)
Rear (10)

Left Right
BV: 1,436 Torso Rear Torso Rear
(10) (10)

CRITICAL HIT TABLE INTERNAL STRUCTURE DIAGRAM


Heat
Scale
Head
Left Arm 1. Life Support Right Arm Left Torso (21)
Head
Right Torso (21)
Overflow

1. Shoulder 2. Sensors 1. Shoulder


2. Upper Arm Actuator 3. Primitive Cockpit 2. Upper Arm Actuator
30*
3. PPC 4. Heat Sink 3. Autocanon/5
1-3 4. PPC 5. Sensors 1-3 4. Autocanon/5 29
5. PPC 6. Life Support 5. Autocanon/5 28*
6. Roll Again 6. Autocanon/5 27
1. Roll Again
Center Torso 1. Roll Again Left Right 26*
2. Roll Again 1. Primitive Fusion Engine 2. Roll Again Arm Arm 25*
3. Roll Again 2. Primitive Fusion Engine 3. Roll Again (17) (17)
4-6 3. Primitive Fusion Engine 4-6 4. 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
6. Gyro (31)
21
1. Gyro Left Right
20*
Leg
Left Torso 2.
3.
Primitive Fusion Engine
Primitive Fusion Engine
Right Torso (21)
Leg
(21)
19*
1. Roll Again 4-6 4. Primitive Fusion Engine
1. Ammo (AC/5) 20 18*
2. Roll Again 2. Roll Again
5. Large Laser 17*
3. Roll Again 3. Roll Again
1-3 4. Roll Again
6. Large Laser 1-3 4. Roll Again 16
5. Roll Again 5. Roll Again HEAT DATA 15*
6. Roll Again Engine Hits 6. Roll Again Heat Heat Sinks: 14*
1. Roll Again
Gyro Hits 1. Roll Again Level* Effects 17 13*
Sensor Hits 30 Shutdown Single
2. Roll Again 2. Roll Again 12
28 Ammo Exp. avoid on 8+
4-6
3. Roll Again Life Support 3.
4-6 4.
Roll Again 26 Shutdown, avoid on 10+ 11
4. Roll Again Roll Again 25 –5 Movement Points
5. Roll Again 5. Roll Again 10*
24 +4 Modifier to Fire
6. Roll Again 6. Roll Again 23 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 8*
20 –4 Movement Points
7
19 Ammo Exp. avoid on 4+
Left Leg Right Leg 18 Shutdown, avoid on 6+ 6
1. Hip 1. Hip 17 +3 Modifier to Fire 5*
2. Upper Leg Actuator 2. Upper Leg Actuator 15 –3 Movement Points
14 Shutdown, avoid on 4+ 4
3. Lower Leg Actuator 3. Lower Leg Actuator
13 +2 Modifier to Fire 3
4. Foot Actuator 4. Foot Actuator
10 –2 Movement Points 2
5. Heat Sink 5. Heat Sink 8 +1 Modifier to Fire
Damage Transfer
6. Roll Again 6. Roll Again 5 –1 Movement Points 1
Diagram
0
© 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
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ARMOR DIAGRAM

Front Armor
(4)

HOVER VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: HOVER APC (PRIMITIVE) Crew: 3

Movement Points: Tonnage: 10 Gunnery Skill: Driving Skill:


Cruising: 7 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 11 (Primitive) Modifier to Driving
Modifier to all Skill rolls
Star League Skill rolls
Movement Type: Hover

Right Side Armor (3)


Left Side Armor (3)
Engine Type: ICE Turret Armor
(2)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
1 Machine Gun T 2 [DB,AI] — 1 2 3 Sensor Hits +1 +2 +3 D
1 Basic Fire Control B — — — — — Motive System Hits +1 +2 +3
Stabilizers
Infantry Compartment (1 ton) Front Left Right
BAR 5 Rear Turret

Rear Armor
Ammo: (MG) 100 (2)

BV: 41

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM

Front Armor
(5)

TRACKED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: TRACKED APC (PRIMITIVE) Crew: 4

Movement Points: Tonnage: 10 Gunnery Skill: Driving Skill:


Cruising: 3 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 5 (Primitive) Modifier to Driving
Modifier to all Skill rolls
Star League Skill rolls
Movement Type: Tracked

Right Side Armor (5)


Left Side Armor (5)

Engine Type: ICE Turret Armor


(5)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
2 Machine Gun T 2 [DB,AI] — 1 2 3 Sensor Hits +1 +2 +3 D
1 Basic Fire Control B — — — — — Motive System Hits +1 +2 +3
Stabilizers
Infantry Compartment (1 ton) Front Left Right
BAR 6 Rear Turret

Rear Armor
Ammo: (MG) 200 (4)

BV: 61

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM

Front Armor
(5)

WHEELED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: WHEELED APC (PRIMITIVE) Crew: 4

Movement Points: Tonnage: 10 Gunnery Skill: Driving Skill:


Cruising: 4 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 6 (Primitive) Modifier to Driving
Modifier to all Skill rolls
Star League Skill rolls
Movement Type: Wheeled

Right Side Armor (5)


Left Side Armor (5)
Engine Type: ICE Turret Armor
(5)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
2 Machine Gun T 2 [DB,AI] — 1 2 3 Sensor Hits +1 +2 +3 D
1 Basic Fire Control B — — — — — Motive System Hits +1 +2 +3
Stabilizers
Infantry Compartment (1 ton) Front Left Right
BAR 6 Rear Turret
Notes: Features Off-Road chassis/controls modification

Rear Armor
Ammo: (MG) 100 (4)

BV: 57

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

TM

ARMOR DIAGRAM

Front Armor
(7)

WHEELED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: STOAT SCOUT CAR Crew: 4

Movement Points: Tonnage: 15 Gunnery Skill: Driving Skill:


Cruising: 5 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 8 (Primitive) Modifier to Driving
Modifier to all Skill rolls
Star League Skill rolls
Movement Type: Wheeled

Right Side Armor (6)


Left Side Armor (6)

Engine Type: Fusion Turret Armor


(7)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
1 Machine Gun T 2 [DB,AI] — 1 2 3 Sensor Hits +1 +2 +3 D
1 Basic Fire Control B [E] — — — — Motive System Hits +1 +2 +3
1 Comunications B [E] — — — — Stabilizers
Equipment (1 ton) Front Left Right
Rear Turret
Notes: Features Off-Road and Armored chassis/control
modifications
BAR 7

Rear Armor
Ammo: (MG) 100 (5)

BV: 88

© 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the
Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM

Front Armor
(12)

HOVER VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: SAND DEVIL HOVER TANK Crew: 8

Movement Points: Tonnage: 50 Gunnery Skill: Driving Skill:


Cruising: 8 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 12 (Primitive) Modifier to Driving
Modifier to all Skill rolls
Star League Skill rolls
Movement Type: Hover

Right Side Armor (11)


Left Side Armor (11)
Engine Type: ICE Turret Armor
(10)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
2 Medium Laser T 5 [DE] — 3 6 9 Sensor Hits +1 +2 +3 D
2 Small Laser T 3 [DE] — 1 2 3 Motive System Hits +1 +2 +3
1 Advanced Fire B [E] — — — — Stabilizers
Control Front Left Right
Notes: BAR 5 Rear Turret

Cargo: 0.2 tons

Rear Armor
(10)

BV: 345

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

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ARMOR DIAGRAM

Front Armor
(17)

TRACKED VEHICLE RECORD SHEET


VEHICLE DATA CREW DATA
Type: MERKAVA MK. VI HEAVY TANK Crew: 10

Movement Points: Tonnage: 75 Gunnery Skill: Driving Skill:


Cruising: 3 Tech Base: Inner Sphere
Commander Hit +1 Driver Hit +2
Flank: 5 (Primitive) Modifier to Driving
Modifier to all Skill rolls
Star League Skill rolls
Movement Type: Tracked

Right Side Armor (16)


Left Side Armor (16)

Engine Type: ICE Turret Armor


(16)
Weapons & Equipment Inventory (hexes)
CRITICAL DAMAGE
Qty Type Loc Dmg Min Sht Med Lng Turret Locked Engine Hit
1 Autocannon/5 T 5 [DB] 3 6 12 18 Sensor Hits +1 +2 +3 D
1 LRM 10 T 1/Msl 6 7 14 21 Motive System Hits +1 +2 +3
[M,C,S] Stabilizers
1 SRM 4 T 2/Msl — 3 6 9 Front Left Right
[M,C,S]
Rear Turret
1 Machine Gun T 2 [DB,AI] — 1 2 3
1 Machine Gun F 2 [DB,AI] — 1 2 3
1 Advanced Fire B [E] — — — —
Control

Notes: Armored chassis modification


BAR 7

Rear Armor
Ammo: (LRM 10) 12, (AC/5) 20, (SRM 4) 25, (MG) 100 (15)

BV: 477

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

EXTERNAL STORES/BOMBS

CONVENTIONAL FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: HURRICANE CONVENTIONAL FIGHTER Nose Damage
Thrust: Tonnage: 25 Threshold (Total Armor)
Safe Thrust: 6 Tech Base: Inner Sphere 1 (10)
Key:-
Maximum Thrust: 9 (Primitive) HE - High Explosive
Star League LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (1–6) (7–12) (13–20) (21–25)
Qty Type Loc Ht SRV MRV LRV ERV
1 Machine Gun [DB,AI] N 0 2 — — —
Ammo (MG) 100
1 Rocket Launcher 15P N 0 9 9 — —
[OS,M.C.S]

Notes: Basic Fire Control. Treat the Rocket Launcher 15P


as a Rocket Launcher 15 but apply a –1 modifier to all rolls
on the Cluster Hits Table, to a minimum modified result of Structural
2. Armor has a BAR of 5. Integrity:
6
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
1 (7) 1 (7)

Fuel: 150 Points

BV: 92

Aft Damage
Threshold
(Total Armor)
1 (5)

CRITICAL DAMAGE PILOT DATA GROUND MAP STRAIGHT MOVEMENT


Name: MINIMUM STRAIGHT MOVEMENT
Avionics +1 +2 +5 Engine 2 4 D (IN HEXES)
Gunnery Skill: Piloting Skill: SMALL CRAFT AND FIXED
VELOCITY FIGHTER WING SUPPORT VEHICLES
FCS +2 +4 D Gear +5 1 8 8
Hits Taken 1 2 3 4 5 6
2 12 14
Life Consciousness # 3 5 7 10 11 Dead 3 16 20
Sensors +1 +2 +5 +2
4 20 26
Support
5 24 32
Modifier +1 +2 +3 +4 +5 6 28 38
7 32 44
8 36 50
VELOCITY RECORD 9 40 56
10 44 62
Turn # 1 2 3 4 5 6 7 8 9 10 11 48 68
Thrust 12 52 74
Velocity
Velocity above 12 is not possible on ground maps.
Effective Velocity
Altitude
FIGHTER RETURN TABLE
Turn # 11 12 13 14 15 16 17 18 19 20
Thrust SAFE THRUST TURNS BEFORE RETURN
1–4 3
Velocity
5–8 2
Effective Velocity 9–12 1
Altitude 13+ 0

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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

EXTERNAL STORES/BOMBS

AEROSPACE FIGHTER RECORD SHEET


FIGHTER DATA ARMOR DIAGRAM
Type: VLC-3N VULCAN Nose Damage
Thrust: Tonnage: 80 Threshold (Total Armor)
Safe Thrust: 5 Tech Base: Inner Sphere 7 (66)
Key:-
Maximum Thrust: 8 (Primitive) HE - High Explosive
Star League LG - Laser Guided
Weapons & Equipment Inventory C - Cluster
RL - Rocket Launcher
Standard Scale (1–6) (7–12) (13–20) (21–25)
Qty Type Loc Ht SRV MRV LRV ERV
1 Medium Laser [DE] N 3 5 — — —
1 SRM 6 [M,C,S] N 4 8 — — —
Ammo (SRM 6) 15
1 Autocannon/10 [DB] L/RW 3 10 10 — —
Ammo (AC/10) 20
1 Medium Laser [DE] A 3 5 — — —

Structural
Integrity:
8
Left Wing Right Wing
Damage Threshold Damage Threshold
(Total Armor) (Total Armor)
5 (44) 5 (44)

Fuel: 400 Points

BV: 1,067

Heat
Scale
Overflow

30*
29
28*
27*
Aft Damage 26*
Threshold 25*
(Total Armor)
24*
4 (33)
23*

CRITICAL DAMAGE PILOT DATA HEAT DATA 22*


21*
Heat Heat Sinks:
Name: Level* Effects 20*
Avionics +1 +2 +5 Engine 2 4 D 13
Gunnery Skill: Piloting Skill: 30 Shutdown Single 19*
28 Ammo Exp. avoid on 8+ 18*
FCS +2 +4 D Gear +5
27 Pilot Damage,
Hits Taken 1 2 3 4 5 6 17*
avoid on 9+
Life Consciousness # 3 5 7 10 11 Dead 26 Shutdown, avoid on 10+ 16
Sensors +1 +2 +5 +2
Support 25 Random Movement, 15*
Modifier +1 +2 +3 +4 +5 avoid on 10+
14*
24 +4 Modifier to Fire
23 Ammo Exp. avoid on 6+ 13*
VELOCITY RECORD 22 Shutdown, avoid on 8+ 12
21 Pilot Damage, avoid on 6+ 11
Turn # 1 2 3 4 5 6 7 8 9 10
20 Random Movement,
Thrust avoid on 8+ 10*
Velocity 19 Ammo, Exp. avoid on 4+ 9
Effective Velocity 18 Shutdown, avoid on 6+ 8*
Altitude 17 +3 Modifier to Fire
7
15 Random Movement,
avoid on 7+ 6
Turn # 11 12 13 14 15 16 17 18 19 20 14 Shutdown, avoid on 4+ 5*
Thrust 13 +2 Modifier to Fire 4
Velocity
10 Random Movement,
avoid on 6+ 3
Effective Velocity 8 +1 Modifier to Fire 2
Altitude 5 Random Movement,
1
avoid on 5+
0
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Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM

ARMOR DIAGRAM
Capital Scale
Nose Damage Threshold
(Total Armor)
1 (9)

WARSHIP RECORD SHEET


WARSHIP DATA
Type: AQUILLA TRANSPORT
Name: Tonnage: 100,000 Fore-Left Damage Fore-Right Damage
Threshold (Total Armor) Threshold (Total Armor)
Thrust: Tech Base: Inner Sphere 1 (7) 1 (7)
Safe Thrust: 1 (Primitive)
Star League
Maximum Thrust: 2
DropShip Capacity: 0
Fighters/Small Craft: 0 / 8 Launch Rate: 8

Weapons & Equipment Inventory


Standard Scale (1–6) (7–12) (13–20) (21–25)
Bay Loc Ht SRV MRV LRV ERV
2 Machine Gun (400 rnds) N 0 1(4) Point Defense
1 Autocannon/5 (60 rnds) FL/R 1 1(5) 1(5) — — Structural
1 Machine Gun (200 rnds) FL/R 0 1(2) Point Defense Integrity:
1 Machine Gun (200 rnds) L/RBS 0 1(2) Point Defense 10
1 Machine Gun (200 rnds) AL/R 0 1(2) Point Defense
2 Machine Gun (200 rnds) A 0 1(2) Point Defense
Grav Decks:
None
Cargo: K-F Drive
Bay 1: Small Craft (8) (4 doors) Integrity:
Bay 2: Cargo (18,057 tons) (1 door) 4
Bay 3: Cargo (18,057 tons) (1 door)
Notes:
Primitive KF Drive range is limited to 15 LY per jump
Sail Integrity:
0
Docking Collars:
0

Aft-Left Damage Aft-Right Damage


Threshold (Total Armor) Threshold (Total Armor)
Ammo: AC/5 (120) MG (2,000) 1 (6) 1 (6)

Aft Damage Threshold


(Total Armor)
BV: 957
1 (5)

CREW DATA CRITICAL DAMAGE


Avionics +1 +2 +5 Life
Gunnery Skill: Piloting Skill: +2
Support
Hits Taken 1 2 3 4 5 6 CIC +2 +4 D
Modifier +1 +2 +3 +4 +5 Incp.
Sensors +1 +2 +5
Crew: 90 Marines: 0
Passengers: 30 Elementals: 0 Thrusters
Other: 0 Battle Armor: 0
Left +1 +2 +3 D
Life Boats/Escape Pods: 0 / 20

VELOCITY RECORD Right +1 +2 +3 D

Turn # 1 2 3 4 5 6 7 8 9 10
Engine –1 –2 –3 –4 –5 D
Thrust
Velocity
Effective Velocity HEAT DATA
Heat Sinks: Heat Generation Per Arc
Turn # 11 12 13 14 15 16 17 18 19 20 165 Nose: 0

Thrust Single Left/Right Fore: 1/1


Velocity Left/Right Broadside: 0/0
Effective Velocity Left/Right Aft: 0/0
Aft: 0

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